[Updated to V1.3 - now MacOS support] FLUIDOS: a fluids simulator plugin for Daz Studio (commercial)

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  • AlbertoAlberto Posts: 1,436
    Chohole said:
    SimonJM said:
    Alberto said:
    SimonJM said:
    Alberto said:

    FLUIDOS has been updated to v 1.2

    Changes:

    Fixed these bugs:

    • Diffuse particles quantity sometimes decreases during simulation and, then, suddenly increases to limit in one frame.
    • Positive surface forces were insensible to intensity.
    • Simulations with moving obstacles enabled, sometimes are unstable (disproportionate turbulence, explosions, etc.)

     

    New Features:

    • The simulations can use presets.
    • Directional forces.
    • Spatially variable viscosity.
    • Ignore option for nodes parented to Fluidos Domain.
    • Cuboid source can be spatially discontinous.

     

    Ahh ok, there IS an actual update - I have seen it in DIM but all comonents fails on downlaod after getting to 100%

    Yes, I noticed that for hours. But I finally could download it.

    Try again, please.

    It i snow ok :)

    snow?    in November?

    Anytime, with FLUIDOS !

    snow2.png
    1300 x 975 - 1M
  • PraxisPraxis Posts: 254
    Alberto said:
    Praxis said:

    I had a problem (now fixed via a manual work-around, described below) installing Fluidos v1.1 via DIM on 64-bit Windows7 Pro SP1:

     

    DIM installs VC++ 2017 runtime files by running run_vc17redist_x64.bat, which contains just this line:

      @VC_redist.x64 /qr

      A MS VC++ 2017 installation dialog appears, says "Processing: WindowsVista_MSU_x64", and after about 5 minutes it stops and shows "0x80240017 - Unspecified error".

      The "Programs and Features" Control-Panel app shows no VC++ 2017 ReDist installed.

     

    But Fluidos is available in DAZ Studio, it does not report any missing .dlls, and completes the "First example" from the Manual OK.

    Seems that VC++ 2017 runtime is not actually needed by Fluidos, provided you have e.g. VC++ 2013 runtime (System32\msf120*.dll) installed?

     

    I got VC++ 2017 to install correctly by executing this from the Command-line:

      VC_redist.x64.exe /quiet /norestart

      This runs quickly to completion, with no dialog shown.

      Its log file shows that it tried to install Windows7_MSU_x64 (as it should, instead of WindowsVista_MSU_x64).

      C:\Windows\System32\msf140*.dll files exist.

      The "Programs and Features" Control-Panel app shows VC++ 2017 ReDist is installed.

     

    So maybe run_vc17redist_x64.bat needs to be changed to this?:

      @VC_redist.x64 /quiet /norestart

     

    Thank you for your remarks. That could be helpful to others.

    It's possible that the plugin could use some older VC++ runtimes, although I didn't test them.

    About the installer, I didn't create it nor can modify, this is in hands of DAZ. Anyway, I'll take a look at it.

     

    Ummm... The v1.2 installer still has this problem, so I submitted a ticket to DAZ: https://helpdaz.zendesk.com/hc/en-us/requests/285181

    The DAZ response was: "Unfortunately, this product is a brokered product and is beyond our support boundaries.
    However, you can contact the broker regarding your issue.
    "

     

    I have attached my 2 VC++ installation Log files:

    1) Failed attempt to install the (incorrect) Vista_MSU package

    2) Successful attempt to install the (correct) Win7_MSU package

    Hope this helps (somebody?) to fix the problem.

    P.

     

    log
    log
    dd_vcredist_amd64_20180905081635.log
    14K
    log
    log
    dd_vcredist_amd64_20181015064625.log
    16K
  • AlbertoAlberto Posts: 1,436
    Praxis said:
    Alberto said:
    Praxis said:

    I had a problem (now fixed via a manual work-around, described below) installing Fluidos v1.1 via DIM on 64-bit Windows7 Pro SP1:

     

    DIM installs VC++ 2017 runtime files by running run_vc17redist_x64.bat, which contains just this line:

      @VC_redist.x64 /qr

      A MS VC++ 2017 installation dialog appears, says "Processing: WindowsVista_MSU_x64", and after about 5 minutes it stops and shows "0x80240017 - Unspecified error".

      The "Programs and Features" Control-Panel app shows no VC++ 2017 ReDist installed.

     

    But Fluidos is available in DAZ Studio, it does not report any missing .dlls, and completes the "First example" from the Manual OK.

    Seems that VC++ 2017 runtime is not actually needed by Fluidos, provided you have e.g. VC++ 2013 runtime (System32\msf120*.dll) installed?

     

    I got VC++ 2017 to install correctly by executing this from the Command-line:

      VC_redist.x64.exe /quiet /norestart

      This runs quickly to completion, with no dialog shown.

      Its log file shows that it tried to install Windows7_MSU_x64 (as it should, instead of WindowsVista_MSU_x64).

      C:\Windows\System32\msf140*.dll files exist.

      The "Programs and Features" Control-Panel app shows VC++ 2017 ReDist is installed.

     

    So maybe run_vc17redist_x64.bat needs to be changed to this?:

      @VC_redist.x64 /quiet /norestart

     

    Thank you for your remarks. That could be helpful to others.

    It's possible that the plugin could use some older VC++ runtimes, although I didn't test them.

    About the installer, I didn't create it nor can modify, this is in hands of DAZ. Anyway, I'll take a look at it.

     

    Ummm... The v1.2 installer still has this problem, so I submitted a ticket to DAZ: https://helpdaz.zendesk.com/hc/en-us/requests/285181

    The DAZ response was: "Unfortunately, this product is a brokered product and is beyond our support boundaries.
    However, you can contact the broker regarding your issue.
    "

     

    I have attached my 2 VC++ installation Log files:

    1) Failed attempt to install the (incorrect) Vista_MSU package

    2) Successful attempt to install the (correct) Win7_MSU package

    Hope this helps (somebody?) to fix the problem.

    P.

     

    Well, I think they misunderstand the problem.

    However, I researched about this, and found that it's a Windows update issue since VC++ 2015 runtime:

    https://stackoverflow.com/questions/31536606/while-installing-vc-redist-x64-exe-getting-error-failed-to-configure-per-machi
    https://social.msdn.microsoft.com/Forums/vstudio/en-US/52917003-cbb9-489f-bd47-2b46e9b56744/please-see-this-and-help-me-installing-microsoft-visual-c-2015-redistributablex86-14023026?forum=vssetup
    https://social.technet.microsoft.com/Forums/en-US/b9cf664b-5c5b-4cf0-9764-26a2ffc3735a/solved-failing-to-install-visual-c-redistributable-for-visual-studio-2015?forum=posready

     

    Besides your solution, this update should solve the issue:

    Thank you.

     

     

  • PraxisPraxis Posts: 254
    Alberto said:
    ... it's a Windows update issue ...

    Ah... No surprise there!

    Thanks for doing that research.

     

  • AlbertoAlberto Posts: 1,436
    Praxis said:
    Alberto said:
    ... it's a Windows update issue ...

    Ah... No surprise there!

    Thanks for doing that research.

     

    Thank you for the logs, they were very helpful.

  • AlbertoAlberto Posts: 1,436

    This is an example of Variable Viscosity in Fluidos for Daz Studio v1.2

    image

    In the video are the settings.

  • surodysurody Posts: 261
    edited November 2018

    I'm curious, did someone figure out yet how to pour fluids into a glas without any glitches? I can't figure out how to do it. I tried reducing the particle size and increase the mesh density, but nothing resulted into useable results.

    Post edited by surody on
  • ImagoImago Posts: 5,158
    surody said:

    I'm curious, did someone figure out yet how to pour fluids into a glas without any glitches? I can't figure out how to do it. I tried reducing the particle size and increase the mesh density, but nothing resulted into useable results.

    What do you mean with "glitches"? I do such stuff all the time and the result is always good.

    Do you have a pic of the glitch?

  • surodysurody Posts: 261
    edited November 2018
    Imago said:
    surody said:

    I'm curious, did someone figure out yet how to pour fluids into a glas without any glitches? I can't figure out how to do it. I tried reducing the particle size and increase the mesh density, but nothing resulted into useable results.

    What do you mean with "glitches"? I do such stuff all the time and the result is always good.

    Do you have a pic of the glitch?

    It's the usual stuff, the fluid goes through the glass and spreads outside around it. Not the whole fluid, but some parts of it. Do you have some examples what kind of mesh and setting you use to prevent that? Sorry that I can't provide a picture now, usually this takes a while to simulate fluids with small particle sizes. I don't have the time at the moment.

    Post edited by surody on
  • ImagoImago Posts: 5,158

    There's an option, "Thicken" on the prop's Fluidos tab, but I think it won't help in your situation.
    The problem is caused by the thickness of the prop you are using, the walls are too thin and the domain can't place them correctly in the grid. Try reducing a bit the Grid Size, so the domain can find it more easily.

  • surodysurody Posts: 261
    edited November 2018
    Imago said:

    There's an option, "Thicken" on the prop's Fluidos tab, but I think it won't help in your situation.
    The problem is caused by the thickness of the prop you are using, the walls are too thin and the domain can't place them correctly in the grid. Try reducing a bit the Grid Size, so the domain can find it more easily.

    Thanks for your advice. I couldn't fix it with your mentioned techniques though. Especially thicken the mesh has some really weird results. I figured out that upscaling of objects helps a lot. It needs way more simulation time but the result gets better if the object is bigger.

    Post edited by surody on
  • ImagoImago Posts: 5,158
    surody said:

    Thanks for your advice. I couldn't fix it with your mentioned techniques though. Especially thicken the mesh has some really weird results. I figured out that upscaling of objects helps a lot. It needs way more simulation time but the result gets better if the object is bigger.

    Which glass are you using? Perhaps it isn't a closed mesh so the fluids leaks.

  • surodysurody Posts: 261
    Imago said:
    surody said:

    Thanks for your advice. I couldn't fix it with your mentioned techniques though. Especially thicken the mesh has some really weird results. I figured out that upscaling of objects helps a lot. It needs way more simulation time but the result gets better if the object is bigger.

    Which glass are you using? Perhaps it isn't a closed mesh so the fluids leaks.

    I tried multiple assets. All had the issues, some more some less. I used a glass from a i13 scenery and at it's original size it was leaking. After increasing the size of the glass the result was pretty realistic.

  • AlbertoAlberto Posts: 1,436
    surody said:
    Imago said:
    surody said:

    Thanks for your advice. I couldn't fix it with your mentioned techniques though. Especially thicken the mesh has some really weird results. I figured out that upscaling of objects helps a lot. It needs way more simulation time but the result gets better if the object is bigger.

    Which glass are you using? Perhaps it isn't a closed mesh so the fluids leaks.

    I tried multiple assets. All had the issues, some more some less. I used a glass from a i13 scenery and at it's original size it was leaking. After increasing the size of the glass the result was pretty realistic.

    If increasing the size of glass avoids or reduces the fluids leaking, then the glass mesh is in fact closed. The problem is that the walls are too tiny so the plugin can't detect properly if the cell size is greater or similar than the glass width. 

    Thicken property can help, but it could produce ugly effects with relative large cell size. So, reducing cell size and thicken the glass is better.

    Instead thicken property you can create a Geometry shell for the glass and use the Offset distance property of shell. The shell must be directly or indirectly parented to the Domain, and its Fluidos Object type property must be set to Solid Obstacle.

    For avoid leakings purpose, reducing the cell size is equivalent to upscale the glass.

  • AlbertoAlberto Posts: 1,436

    This is an example of use of Directional Forces, with settings.

    image

     

     

  • AlbertoAlberto Posts: 1,436

    This is an example of the new features of the cuboid type FLUIDOS Source, with settings.

    image

     

     

  • surodysurody Posts: 261
    Alberto said:

    This is an example of the new features of the cuboid type FLUIDOS Source, with settings.

    image

     

     

    Looks nice. I got a question: Would it be possible to implement a feature using object shapes as fluid source?

  • AlbertoAlberto Posts: 1,436
    surody said:
    Alberto said:

    YThis is an example of the new features of the cuboid type FLUIDOS Source, with settings.

    image

     

     

    Looks nice. I got a question: Would it be possible to implement a feature using object shapes as fluid source?

    Yes. In fact, this feature is planned for the next update.

  • ImagoImago Posts: 5,158
    Alberto said:

    Yes. In fact, this feature is planned for the next update.

    *drools profusely*

    Do want! (づ⚆0⚆)づ

  • Hurdy3DHurdy3D Posts: 1,047

    @Alberto

    Have you thought of a new product/addon-on for Fluidos with a lot of presets for stuff like a shower, rain, a beach, ocean....?

    Or a lot of props (like a glass, a shower cabine) which are Fluido optmized?

  • surodysurody Posts: 261
    Alberto said:
    surody said:
    Alberto said:

    YThis is an example of the new features of the cuboid type FLUIDOS Source, with settings.

    image

     

     

    Looks nice. I got a question: Would it be possible to implement a feature using object shapes as fluid source?

    Yes. In fact, this feature is planned for the next update.

    That's awesome to hear!

  • AlbertoAlberto Posts: 1,436
    gerster said:

    @Alberto

    Have you thought of a new product/addon-on for Fluidos with a lot of presets for stuff like a shower, rain, a beach, ocean....?

    Or a lot of props (like a glass, a shower cabine) which are Fluido optmized?

    Yes, I've been thinking about the presets product since a few days ago. Besides this, I hope that other PAs will include Fluidos presets in some of their magnific products.

    By the way, there is an add-on for Fluidos I submitted to DAZ. It's testing process. This add-on helps to set up quickly Fluidos scenes. Also, the user can create jets with precise trajectories. It can prepare any open-mesh terrain (or many others similar superficial objects) to be usable in simulations. And check a Fluidos scene for possible issues. 

  • TethosTethos Posts: 10
    edited December 2018

    - Ignore, repeat post

    Post edited by Tethos on
  • TethosTethos Posts: 10

    It looks like a great product, but I'm currently running into some issues.

    I've attached a render of frame 39 for Fluidos Scene 1. All settings were at default. Fluidos Scene 2 doesn't appear to work at all for me.

    Currently running a Nvidia GTX 980 (driver version 411.63) and no onboard GPU.

    Sorry about this, but any help would be greatly appreciated.

    Fluidos Scene 1 - Frame 39.png
    1000 x 1000 - 422K
  • AlbertoAlberto Posts: 1,436
    Tethos said:

    It looks like a great product, but I'm currently running into some issues.

    I've attached a render of frame 39 for Fluidos Scene 1. All settings were at default. Fluidos Scene 2 doesn't appear to work at all for me.

    Currently running a Nvidia GTX 980 (driver version 411.63) and no onboard GPU.

    Sorry about this, but any help would be greatly appreciated.

    Did you set to OFF the Preview property of the Fluidos Mesher?

  • TethosTethos Posts: 10
    Alberto said:
    Tethos said:

    It looks like a great product, but I'm currently running into some issues.

    I've attached a render of frame 39 for Fluidos Scene 1. All settings were at default. Fluidos Scene 2 doesn't appear to work at all for me.

    Currently running a Nvidia GTX 980 (driver version 411.63) and no onboard GPU.

    Sorry about this, but any help would be greatly appreciated.

    Did you set to OFF the Preview property of the Fluidos Mesher?

    No, Just tried it again with it off and it worked like a dream... Doh, sorry, thanks for the quick help!

  • AlbertoAlberto Posts: 1,436
    edited December 2018

    Soon, FLUIDOS for Daz Studio on Mac

    Screen Shot 2018-12-11 at 7.16.07 PM.png
    1366 x 768 - 465K
    Post edited by Alberto on
  • Oso3DOso3D Posts: 15,011

    If you ever find a way to make thin glasses/bottles work better in Fluidos (beyond making the cells much smaller), I'd be very interested. Maybe some way to add directional thickness or something.

     

  • AlbertoAlberto Posts: 1,436
    Oso3D said:

    If you ever find a way to make thin glasses/bottles work better in Fluidos (beyond making the cells much smaller), I'd be very interested. Maybe some way to add directional thickness or something.

     

    Did you tried the thicken property of solid obstacles? Another option is to add a Geometry shell.

  • Oso3DOso3D Posts: 15,011

    In each case the surface was projected inward as well as outward, so didn't look right at all, even assuming I wasn't still getting clipping.

    Again, if there was some way to thicken only outward or to somehow define a more firm barrier, that might do it. As it is, though, I found myself unable to get 'liquid in a bottle' to work at all.

     

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